RUNNING POLL - gameplay features [Feature Requests Go Here]

Take command of air and naval assets from post-WW2 to the near future in tactical and operational scale, complete with historical and hypothetical scenarios and an integrated scenario editor.

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pepolk0001
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RE: RUNNING POLL - gameplay features

Post by pepolk0001 »

OOB separate window option, so my previously expanded lists don't collapse and I can access via task bar.
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pepolk0001
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RE: RUNNING POLL - gameplay features

Post by pepolk0001 »

Separate range symbol map settings for friendly and enemy (e.g. my personal preference might be to select/mouseover for friendly range rings, but display all enemy surface weapons).

//

From my perspective, between something like this and the ability to assign colors to mission areas, I wouldn't need any "custom draw" features since if I needed to draw something I could just create empty inactive missions and turn them on in the display. However another member did mention being able to auto draw "circular" (or approximately circular) arrangements of ref points, which would be helpful.
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pepolk0001
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RE: RUNNING POLL - gameplay features

Post by pepolk0001 »

Request adjustment of message log missile launch terminology to reflect US brevity, or just remove brevity altogether and say "misslie launch" with type.

VAMPIRE for anti-ship
SINGER (RWR) or SAM (visual) for S/A launches
Dimitris
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RE: RUNNING POLL - gameplay features

Post by Dimitris »

Removed "Refine air combat evasion limitations (reduced agility)" as it has been implemented in Build 638. If you voted for this you can now vote again.
Dimitris
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RE: RUNNING POLL - gameplay features

Post by Dimitris »

Removed "Per-weapon manual withhold option (no AI use)" as it has been implemented for v1.07. If you voted for this you can now vote again.
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Primarchx
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RE: RUNNING POLL - gameplay features

Post by Primarchx »

It's been a long while since I made this request - but a Player's Alarm Clock would be nice. This could be set by the Player in play to go off either at a specific time (23:30z), or after an interval of time (30 minutes...), and display a message in the log, put up a pop up message, stop the clock, emit a chime, etc.
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mikkey
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RE: RUNNING POLL - gameplay features

Post by mikkey »

[:D]
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Primarchx
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RE: RUNNING POLL - gameplay features

Post by Primarchx »

One more idea today...

Collateral Damage Zone (CDZ): An RP defined zone used for abstractly representing collateral damage and associated to a given Side. Any surface hit from a weapon inside the CDZ from the indicated Side actuates an associated event Trigger. The trigger can then be used to implement game events representing consequences of weapon use in the CDZ. It would be best if these zones can be made on a separate side (layer) so you can make them as complex as you wish and not clutter the Player screen.

This work really nicely with the player-assigned zone coloring... :)

Advanced Feature: Can activate triggers based on DP thresholds (Example ... 0.1DP hit doesn't set off a trigger but a 100 DP hit does).
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Midcon113
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RE: RUNNING POLL - gameplay features

Post by Midcon113 »

So many good suggestions in this post...

One more I thought up while working in the Scenario Editor, but this will apply when just playing the game - when planning missions, it would be cool to be able to draw free-standing arcs on the map to help plan weapon release points. If I want my bombers to run in at low level, but need to have them at high altitude for weapons release, it'd be nice to be able to draw an arc anchored on the target to show me where I need to be at altitude for optimum release. It's one thing to have an arc around the platform launching the weapon, it's another to see how that arc applies to my target.

Thanks!

Mark
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Primarchx
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RE: RUNNING POLL - gameplay features

Post by Primarchx »

The ability to copy Triggers, Actions and Events in the Event Editor would be nice, too. Having to make up the same Trigger over and over for different units gets old when all you need to do is change one value (unit ID). The copied T/A/E might have the word COPY appended to the end?
kansleri
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RE: RUNNING POLL - gameplay features

Post by kansleri »

I'm running a scenario where I'm conducting air operations from an island to a group of island requiring aircraft to refuel above the sea midway there (Caribbean Crisis Showdown). I'd really like to see aircraft fuel status in group view.
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hellfish6
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RE: RUNNING POLL - gameplay features

Post by hellfish6 »

In game options, I'd like to have separate message settings for new air, surface, facility and subsurface contacts. In a lot of scenarios I play, air contacts are pretty constant, but I've run into situations where a goblin detection will get lost in the messages. It'd be nice to be allowed to ignore new air contacts and get pop up alerts for new goblin contacts, for example.
kaburke61
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RE: RUNNING POLL - gameplay features

Post by kaburke61 »

ORIGINAL: hellfish6

In game options, I'd like to have separate message settings for new air, surface, facility and subsurface contacts. In a lot of scenarios I play, air contacts are pretty constant, but I've run into situations where a goblin detection will get lost in the messages. It'd be nice to be allowed to ignore new air contacts and get pop up alerts for new goblin contacts, for example.

+1
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Primarchx
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RE: RUNNING POLL - gameplay features

Post by Primarchx »

ORIGINAL: kaburke61

ORIGINAL: hellfish6

In game options, I'd like to have separate message settings for new air, surface, facility and subsurface contacts. In a lot of scenarios I play, air contacts are pretty constant, but I've run into situations where a goblin detection will get lost in the messages. It'd be nice to be allowed to ignore new air contacts and get pop up alerts for new goblin contacts, for example.

+1

I've had that happen, too. "Where'd that sub come from!?" ;)
magi
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RE: RUNNING POLL - gameplay features

Post by magi »

I want to vote many times more… Now… I would've liked to have made multiple selections…
magi
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RE: RUNNING POLL - gameplay features

Post by magi »

The only issue I have with time on target planner TOT...... Is in real life things never go exactly as planned… So a perfect TOT could possibly take away from the realism of the simulator… However I will grant it would make life easier…
Of course in the future you could create some event randomizedizer.... A roll of the dice type of thing so that all would not go quite as planned.....
I mean.. eventually we could just push a button at the scenario beginning and watch it act itself out… Which could be interesting to watch some historic events in that manner…
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Marder
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RE: RUNNING POLL - gameplay features

Post by Marder »

Let the unit xp influence the TOT.
rookie = 10-50% accurate (randomized)
ace = 80-100% accurate with the planned TOT.
magi
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RE: RUNNING POLL - gameplay features

Post by magi »

Unit experience already affects everything they do in the game play…
FlyingBear
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RE: RUNNING POLL - gameplay features

Post by FlyingBear »

A tad surprised I am the only one who voted for the 1/3rd rule option for strike missions... I can think of so many uses for that:
- LAMPS helos (or other frigate or destroyer based helos) launching to attack a sub - just one or two of them, not half a dozen per contact. Would come in handy just about now! [:)]
- Interceptor aircraft on ground alert - if their range is short (the EE Lightning springs to mind...) and you have the advantage of interior lines airborne alerts make no sense
- AV-8s or Harrier GR.x on CAS alert
- ... and so on

magi
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RE: RUNNING POLL - gameplay features

Post by magi »

I would really like the following:

Sonobuoys to be ghosted… Fainter or a slightly different color....
I'd like to see where they are… But they really clutter up the screen…

That you can mark or color a unit or group…
This would be useful on larger scenarios with lots of units… Like gunners northern fury stuff…
Some units like my support aircraft are hard to fine when there are a lot of them scattered around… It would be nice to visually see them immediately…

That in the message log you could highlight an event and go to that location...
Like in the OoB menu.... Which I find to be excellent.....

That the OoB menu by default starts out collapsed not expanded...
This is a little deal and simply a personal preference......

Higher map resolution…

More involved changing weather modeling…

The ability to jettison drop tanks and variable aircraft agility…

More better sound effects....

Intermittent sensor your settings…

A pop-up message box for sub contacts....
As some others brought the subject up also…

And I would like to thank you guys… What you've done and what you were doing and simply marvelous…


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